Multiple Building Selection - Page 5
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decafchicken
United States19930 Posts
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mahnini
United States6862 Posts
On May 21 2007 20:31 DenariusJay wrote: You can still overpower someone in mouse speed with multi selection though. I can't figure out why some don't see this point. The newb will select 200 units and A click. The pro will do the same, but will 300APM his ass when the battle actually happens. 300 apm devoted to the actual battle will be far more entertaining then seeing it split between battle and building, IMO. Plus, with multi selection we will see bigger battles more common thus forcing the player to have to micro each big battle in order to come out the victor. Multi selection will not hinder craft2 in any way shape or form... it only Hinders SC1 cuz its wasn't designed for it. SC2 will be. On May 21 2007 20:07 mahnini wrote: That's just it. I don't want WC3, I DON'T WANT TO MICRO ALL THE TIME. If I did, I would be playing WC3. SC should be about micro AND MACRO. Also, we are discussing multiple building selection. | ||
A3iL3r0n
United States2196 Posts
Being good at StarCraft takes mastery of so many individual skills, which in turns make the game fucking cool. To be good at StarCraft is like I'm good at this, plus this, plus this, plus and so on. Making the game easier via the interface takes away some of those pluses. Yeah, there's more to the game than cycling through your buildings, but it is a significant part of the game because it affects your ability to micro a battle and keep producing smoothly, you have less time to think because of the additional task, it affects all those things. Fuck. | ||
Piccolo
Chile621 Posts
Maybe Grrrr make a come back for SC:2 and own everyone again *0*, and many other retired progamers... that's would be kind of cool.[/offtopic] I do share the opinion of Overmind77... I just don't think that MBS be the Panacea for noobs. You can't kill an enemy army using just tanks, or just marines. You need support units. The feature will be there, but in War3 sux because you just use units to protect heroes, wich are the key for victory. In SC, you need a mix because every unit it's important, Macro it's as important as the units you will produce. If you want just one or two high templars, you still need to pick just one gateway. | ||
MyLostTemple
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United States2921 Posts
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Masashige
United States152 Posts
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IntoTheWow
is awesome32269 Posts
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Moutas
Greece158 Posts
And when macro becomes easier for players, it doesn't really matter that much when they lose their armies cause with the push of a button they will have a new bunch of troops waiting for them in their base. It's like fastmap where every player has 50+ gates, even though units are getting smashed by the dozen, most of the time the battles lead nowhere since both players are massing out troops at the same rate and with the same efficiency, leading to a constant stalemate. How can this change be seen as a step towards competitive gaming? I honestly have no idea... | ||
Masashige
United States152 Posts
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Hot_Bid
Braavos36370 Posts
On May 21 2007 21:44 Masashige wrote: Oh, I just realized the dropships now have to 'land' in order to drop units. I guess that means no more clutch drop moves. yeah but why would you have instantaneous drop/reload, its not realistic and it'd only be in there for that "gosu micro move" | ||
L!MP
Australia2067 Posts
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NanaLo
United States13 Posts
i'm sure come the day we all play SC2, the good players will find a way to distinguish themselves from the rest. it's always going to be like that, micro'ing and macro'ing in BW will always be in our hearts and we'll fight for it, but in the end, those terms may have different forms of execution to go along with them with SC2. this is pretty much new and fair game for everyone, so the only way to make sure you'll excel at SC2 is to not let your thoughts of BW get in the way too much. enjoy the new experience and go with the flow. ![]() | ||
AmorVincitOmnia
Kenya3846 Posts
and it breaks my little ol' heart | ||
Moutas
Greece158 Posts
Distinguish the difference between "Strategy" and "Real-Time Strategy", cause the latter is all what StarCraft and StarCraft II is about. StarCraft has become a success because of the dedicated players, not because of the noobs. The top players and progamers have made this game into what it is today, the most competitive RTS in the world. | ||
Zanno
United States1484 Posts
if any of you have ever played warcraft 3 for more than 5 minutes you'd have noticed the multiple building selection system is REALLY INEFFICIENT IN DECIDING WHERE TO QUEUE NEW UNITS it makes no effort to take into consideration the amount of time left for the next unit to pop, and unless you have enough money to queue every barracks selected at once, will frequently double-queue units when there is still an empty barracks in the selection. no pro is going to trust it to efficiently macro! | ||
mahnini
United States6862 Posts
Don't post like that again. Ever. | ||
XCetron
5225 Posts
so if I hot key all my nexus to 0, if I keep hitting 0 it will cycle through all that? that wins in my opinion, allows me to keep track of more places. but gateways and stuff should just be rally only. | ||
nagash
Australia58 Posts
EDIT: Someone make a new thread with this info. It's important. I can't make new posts for 8 more days. Check this: A single Gateway/Warp Gate is constantly producing a single generic unit (I'm assuming only 1). When that single unit is ready, it is your job to select which type of unit you want it to be and to bring it onto the battlefield INSTANTLY (and paying for it). After you do this, the Gateway/Warp Gate starts producing another one *automatically*. So, in effect, this will make it even more important to multitask. Since you cant just select your Gateway and spam 5 zealots because there is only 1 available, you will have to make sure you are releasing your units all the time as they are available otherwise you will fall behind. So basically this makes everyones whinging about being able to select and build from multiple production buildings pointless. Here's the proof: For proof - check the video. ~ 5:20 when he warps the Stalkers in from a Warp Gate There are 4 Warp Gates selected, and each mini icon on the right of the HUD shows there being 4 units available. That is, you can select to create 4 zealots, 4 stalkers, 4 immortals or any combination of the above INSTANTLY (if you have the resources). Once the available numbers reach 0 you can clearly see the cooldown/build timer on the icons! Btw, a Stalker costs 125 minerals and 50 gas atm. (You can work it out when he warps the first one in, by the resources lost) Same thing at ~7:10 when he warps the Zealots in from a Warp Gate | ||
Zanno
United States1484 Posts
On May 21 2007 22:39 mahnini wrote: i've said this every time it comes up and nobody is listeningZanno. Don't post like that again. Ever. | ||
Instigata
United States546 Posts
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